Is it possible to reduce the gen rush, make games longer and reward the killer ?
Generators at the high rank go by really fast. For the killer at the high ranks against either good a paired up group of survivors or swf teams gens go by fast and the killer has nothing to stop it even if the killer is Nurse or Hillbilly also the killer is hardly rewarded for doing his or her job and on average one chase = ruin gone & 1-2 gens done. So here's some good balance ideas.
Generators: Should get an increase time required from 80>100 seconds & revert the repair penalty of 10% too. 1 survivor = 10%, 2 survivors = 5% 3 survivors = no penalty. (optional)
New game mechanic: Everytime the killer hooks a survivor the rest of the survivors should get a 60 second penalty of 25% reduced action speeds and their progress of repair, heal, sabo, cleanse, searching & opening the exit gate is instantly regressed by 10%. (the timer will reset after per hook/does not stack up)
Penalty to injured survivors: While a survivor is injured they should receive a 10% reduced action speed to repair, heal, sabo, cleanse, searching & opening the exit gates.
Answers
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Play legion with thana.
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make healing not so crappy anymore.
Isn't it the main reason gen rush was in increase?
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Along with nerfing survivor perks so you cannot rely on them, adding more and more aura reads with insta down perks, and the introduction of legion who you don't want to waste time healing against since you spend so much time doing a boring mend anyway then to heal on top of that just to have him leap over a window/vault at high speed to deep wound you again. *Takes a deep breath* Yeah that left doing gens fast as you can if you want a shot at the exit gate.
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That results in some fast games usually, thanks to DCing
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@master I’ve had two people dc against me as legion.
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@TreemanXD 2 per game? Seems about right yeah
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@master two in total
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That is incorrect. They shortened the gen repair time cause it used to be 130s for a single gen. Overtime they shortened it because games were too long and people wouldn't play. The issue of genrush comes in due to repair speed buffs from perks and toolboxes combined with multiple players on single gens. There is a slight decrease in speed overall when you have multiple people on a gen past two, but that gets countered with toolboxes or Prove Thyself.
Healing was "nerfed" due to a need to improve game health because killers were not getting people on the ground consistently due to self care setups. Honestly healing in general is doing fine. Med kits are probably the best they ever been when you consider addons. Genrush as a strategy should stay, but it should be evened out somewhat.
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Technically genrushing isn't an issue because you can use perks like Ruin to counteract gen rushing.
Although it would be nice to see gen progress slowed slightly for the first two minutes of gameplay, as that's when killers have the least impact on gens.
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A Perk (Ruin) shouldn't be needed to compensate a problem with the game anyway...
My Idea:
Increase the time the gens need to be repaired the higher your rank is.
White and Yellow: 80s
Green: 100s
Purple: 110s
Red: 120s
An alternative o this would be to increase the number of gens the higher you get in rank, but this could be a problem with small maps.
White & Yellow: 5 gens
Green: 6 gens
Purple & Red: 7 gens
(and let the hatch only sporn if they did 2/3/4 gens)
And maybe make the gen regression a lot faster, because if you kick a gen and you don't find someone (after searching a bit of cause) they just continue repairing and the Gen has lost 1% by then.
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Increasing the time the gens need to be repaired and make the gen regression will make a 3 gens strategy impossible for survs to beat
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This would encourage de piping.
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I know that. Without any proper reward you can't hinder them to do so anyway.
But how do you want to do it then? Because if you change the repair time for all ranks, it might be too hard for new players and too easy for the good ones.
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This would give the perk Deja Vu a purpose again. And if you play at high ranks you should have decent map awareness, so a 3 gen strategy is no problem.
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